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siolfir

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Everything posted by siolfir

  1. So, just have the Leviathan wake up and shake off that annoying dirt sitting on its head? It would certainly be more fitting as a GM than the Ghost of Scrapyard (heck, just one eye is a full-on AV) but then Sharkhead Isle would be gone, and we need more villain content, not less! 🙃 I like the idea of reusing some of the blueside GMs - if for no other reason than it would mean that new art assets wouldn't be needed. For example, if Lusca is chased out of IP she heads off the coast of Mercy until villains chase her back; the ghost ship in Talos and IP can start by the crashed tanker (Driller badge) in Port Oakes and move across the map. We also know from the LRSF that when it's not being used to attack Paragon City (or mess up Hami raids), the Kronos Titan is parked in Warburg: that would give both sides the chaos of a GM fight in a free for all zone, and both sides already have the option to get the badge without entering a PvP zone. Sure, that still leaves St Martial without a GM, but there is a Longbow zone event there and the zone really doesn't have enough DE to justify using Jurassik.
  2. I didn't get that message, it just gave me the usual list. What does it say for the sync date? You shouldn't have to based on your join date, but maybe you need to click the "Sync Now" link?
  3. Hard coded is the term that was used:
  4. Truer words were never spoken, but... ...if they ask what we want, don't feel bad for telling them. Just don't expect everything you ask for to happen, let alone expect them to give you a when, where, why, and how while working on the what.
  5. I take it that you are one of those that vehemently disagrees with anything PvP. That's fine, and I certainly understand that stance. What I don't understand is why anyone with such a stance would come into a thread specifically labeled as a PvP discussion simply to reject ideas, since it would have no effect on you otherwise beyond the possibility that someone else might get something that you wouldn't.
  6. Currently movement and recharge slows are resisted by the purple patch and by special AV resistance, so you don't see much effect.
  7. And while you're at it, nerf satyrs.
  8. The Corruptor AT name makes as much sense as a Defender AT that gets an endurance discount for letting their team's health drop.
  9. Honestly, if you want an optional extra difficulty setting, allow an option to enable PvP diminishing returns on your character in PvE content. Note the final resistance number with a +1000% resistance buff (the screenshot was taken from the last beta stress test, when PvP was enabled in the Abyss after the hami raids): I was softcapped on defense, but that's because there was also a +4000% defense buff in place (the same one that was providing me the resistance in fact). I think that letting people do this to themselves would give them the challenge they want because it would be a personal way to nerf their IO builds in a way that's easy to turn on and off. Then everyone else can play in peace at the same difficulty and the people who want to faceplant more will get to do so.
  10. The obvious expansion on this: combination mayhem/safeguard missions, where the villain players try to rob the bank while the heroes try to protect it. It's essentially just a one-sided capture the flag. Since it's difficult to stop movement from someone just trying to run, the villain side would have to defeat at least one hero before exiting, and like in a normal mayhem when a villain gets defeated they're thrown in prison while the heroes respawn at a triage and can leave immediately. Villains can still break out, but the doors would be level-scaled AVs so it would take a little time to do so, and all of the villains have to exit for their team to succeed. Hero side victory would be either all the villains in the prison at the same time (doors that were already knocked down would respawn when a villain is dropped in a cell) or add a time limit option where the villains have to escape before the time expires or it's counted as a hero win. Level-appropriate NPCs would still spawn that are aggressive to both sides, and the side missions would still be present for extra rewards. The side that succeeds gets 20 merits - that way you're using currency that people can get other ways so it doesn't feel like you have to do it, it's a decent reward but not so much that people couldn't get it faster by running Heather Townsend's arc. I would also suggest that to make sure that teams were present it would be added as an arena option.
  11. You didn't play Stalkers before?
  12. It's the tic tac you eat for your tactics.
  13. Since the thread title specified a self-heal, Mind/Dark: Gather Shadows is only a little weaker at +special than Power Boost and also bumps your damage.
  14. Ignoring Arcanatime, Street Justice AS is 3.17 seconds, so the fast version is 1.17 seconds (just knock 2 seconds off of each AS to get the fast time). Blaster Storm Kick is 1.07 seconds. The problem with alternate AS animations is that IIRC they're just using the same animation and starting 2 seconds into it (skipping the part that happens during the 2 second interrupt), so you'd have to have the long version and it wouldn't be a low hanging fruit. I'm fairly sure that's why KM's quick AS didn't have any extra time added to it, at any rate.
  15. Simple: it wasn't changed when Defiance was added, and wasn't changed when Defiance was changed. When the Blaster damage cap was set the only "damage ATs" were only Blasters and Scrappers, and they got a higher cap than everyone else (500% vs 400%). When Brutes were added they were supposed to be a hybrid Tanker and Scrapper on a side that had neither; they started with less damage than Tankers and built up to more than Scrappers (with the original 850% damage cap); Fury decayed faster then and you had to be going all the time just to keep it above 70% (+210% damage) and rarely ever got above 80%. Changes have been made to reduce the bipolar performance of Brutes by making it easier to maintain Fury but knocking the highs down (lower damage caps, faster decay past 80%, each point only giving +2% damage instead of +3%), but the Blaster cap just stayed the same. When the first Tanker buff patch had Tankers going to a 600% cap I argued that Blasters should have it before the "damage as a secondary" Tankers should in order to make room for Defiance the same way that the higher cap for Brutes makes room for Fury. A few people came in commenting that Blasters didn't really need any more damage, and several patches and Tanker damage cap reductions later it settled on 500% (at the same time the Brute cap was reduced to 700%).
  16. Damage and control, really. A full damage crit on it would be scale 7.12 damage in a 1.5 second animation time. Taking into account Arcanatime that's an unslotted 259.6 DPA (scale 4.149/sec) at the Scrapper modifier, and the Scrapper ATO is going to give you that fairly often. Plus a 100% chance for a mag 4 hold. For comparison's sake, Follow Up from Titan Weapons is scale 4.71218 on a critical if all of the DoT ticks hit in a 1 second animation time, for an unslotted 248.1 DPA (scale 3.966/sec) once Arcanatime is factored in. Using the Stalker modifier, your typical 1 second Assassin's Strike critical - which is most of them with Assassin's Focus - would be 234.0 DPA (scale 4.209/sec) before slotting and damage buffs. Edit: Seismic Smash is actually worse than Clobber for DPA, though, so who knows?
  17. Or even better, have an ignore list of threads that don't count as new for your account. The most recently updated thread is listed on the home screen, though, so that would give you an immediate indicator before you go into Off Topic:
  18. Since the preferred way is all just personal opinions, it probably doesn't matter, and what one person considers a wall of text others might prefer because it allows them to be responded to all at once. The way your OP was here, where the questions were put in succinct bullet points and all were asked at once, is my preference.
  19. Kumquat.
  20. For EM it would be Whirling Hands instead of Assassin's Strike and Confront instead of Placate. Stalker stun percentages were also nerfed on Energy Punch, Bone Smasher, and Energy Transfer on top of the critical issues. I really see no excuse to give Stalkers the worst possible version of everything, theoretically because they get criticals, and then give full damage criticals and higher stun percentages to Scrappers. But that's enough of a diversion: I was only bringing up EM to talk about which precedent to use for Stone Melee, since that was the original precedent set.
  21. One of the complaints about Stalker EM is that Total Focus has a drastically reduced damage critical (scale 1) and Energy Transfer doesn't get any extra damage for its critical. The original concept seemed to be that nothing would hit harder than scale 4.56 damage, even with a critical - and the hardest attack that Stalkers had the did a full damage critical was scale 2.28. So if you assume that Stone Melee would be similar, then sure - port it to Scrappers and Stalkers (Assassin's Boulder? Assassin's Stalagmite? Assassin's Mallet Thwack?) with the same nerfed critical that Total Focus gets and call it a day. The problem is that you can't use that assumption because there are two more recent examples for Scrappers and both went different directions: Concentrated Strike in Kinetic Melee, which has no extra critical damage and instead recharges Power Siphon, and Crushing Uppercut in Street Justice which does critical damage equal to its level 0 base damage (and actually hits harder than Assassin's Strike from hide's scale 7 damage at combo level 3 because of that). So which of the 3 precedents do you use?
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